MTH:Powers I-P

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Revision as of 16:16, 8 October 2005 by 128.113.149.200 (talk) (LUCK)
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IMMOBILIZE

Rank: 2

Cost: 1 Verve

Dice Pool: Dexterity + (Athletics) + Immobilize - target's Defense

Action: Instant

Range: (Power Level + Immobilize) x 5 yards

Area: N/A

Duration: See below

Effect: The character is able to hinder his opponents' movement with layers of ice, quick-drying glue, zero-point energy fields or some other means. This power has two main uses: restricting another character's body movements and reducing her ability to perform physical tasks, or anchoring another character to a solid object and stopping her from moving around. If used to impede physical performance, the target takes a penalty to all rolls involving physical action (including attack rolls and most superpower activation rolls) equal to the number of successes gained on the character's Immobilize activation roll; if used to anchor the target, a successful activation roll reduces the target's Speed to 0, effectively pinning her in place (note that there must be a solid object present to anchor the target to, or else this technique cannot be used). In either case, the target's Defense is reduced by one for every success gained on the activation roll. If the activation roll is an exceptional success, the target suffers both effects: her Speed is reduced to 0, and she takes the penalty to physical actions (as well as to Defense). In order for the target character to escape from an Immobilize power, she must succeed on a Strength + Stamina roll, with a negative modifier equal to the number of successes gained on the activation roll; if Immobilize was used to impede the character's physical actions, that penalty does not stack with the penalty to escape the Immobilize power. Another character may attempt to aid the Immobilized character's escape, either using the rules for Teamwork as described in the World of Darkness core rulebook (with the Immobilized character as the primary actor), or by attacking the immobilizing agent directly. Each level of damage dealt to the immobilizing agent reduces the penalty to physical actions, the penalty to Defense, and the penalty to the escape roll by one; if the penalty is reduced below zero, the target is able to escape without making a roll. An immobilized character may be able to attack her own immobilizing agent, at the Storyteller's discretion.

Extras: Ephemeral (the immobilizing agent cannot be attacked to reduce its effectiveness).

IMMOLATION

Rank: 2

Cost: 1 Verve

Dice Pool: N/A

Action: Instant

Range: Self

Area: N/A

Duration: One scene

Effect: The character is capable of causing damage to anything that touches her. The source of damage dealt (fire, electricity, angry ghosts etc.) must be chosen when this power is first purchased. When the character activates this power, anything that contacts the character's body (her own gear and clothing excepted) takes an amount of lethal damage equal to the character's dots in Immolation or an amount of bashing damage equal to the character's Immolation dots + 1, as appropriate; if this contact is maintained for more than one turn, this damage is dealt each turn. Note that this damage is dealt to everything the character touches or that touches the character, including unarmed attacks or weapons that strike the character (in this case, the damage is dealt after the attack in question lands), other characters struck by the character's unarmed attacks, and even the ground under the character's feet. Once the character has paid the Verve cost for this power, she may switch it on and off at will for the duration of the scene; deactivating this power is a reflexive action, while reactivating it is an instant action, and the character may not do both in the same turn.

Extras: Variable (the character's immolation may be either of two damage sources; the character may alternate between these sources up to once per turn as a reflexive action).

INVISIBILITY

Rank: 2

Cost: 1 Verve

Dice Pool: Wits + (Survival) + Invisibility

Action: Instant

Range: Self

Area: N/A

Duration: One scene

Effect: The character is able to turn himself, his clothing, and his personal possessions invisible. If the character succeeds on the activation roll, characters who are not actively searching for him become unable to see him at all, and characters who are actively searching for the invisible character must roll Wits + Composure and score more successes than the character scored on his activation roll. If this Wits + Composure roll is successful, the opposing characters are able to discern the invisible character's location in some manner and may attack him, with a -2 penalty due to his concealment; otherwise, the opposing characters are unable to locate the invisible character and must use the rules for Fighting Blind if they wish to attack him. Note that Invisibility only renders the character imperceptible to standard vision; other methods of detection (hearing, smell, infrared vision, telepathic scanning) will detect the character as normal.

Extras: Enhanced Effect (the character may render himself undetectable to senses other than standard vision at a cost of one additional Verve per sense, up to a maximum number of senses equal to the character's dots in Invisibility).

INVULNERABILITY

Rank: 2

Cost: N/A

Dice Pool: N/A

Action: N/A

Range: Self

Area: N/A

Duration: Permanent

Effect: The character is highly resistant to one source of damage or form of attack, chosen when this power is purchased. A character's Invulnerability must be fairly specific: "hard radiation," "fire," and "mind control" are all viable Invulnerabilities, but "energy attacks," "physical attacks, "mental attacks," and "superpowers" are not. Each dot in Invulnerability negates one success from any appropriate attack or damage rolls that affect the character, or one level of damage if the source deals automatic damage without rolling. The effects of Invulnerability stack with (and are applied after) any penalties for armor, Defense, and powers such as Force Field.

Extras: Broad category (the character may elect to be invulnerable to "physical attacks," "mental attacks," or "energy attacks," but not "superpowers" or "damage").

LUCK

Rank: 1

Cost: N/A

Dice Pool: N/A

Action: Reflexive

Range: Self

Area: N/A

Duration: Instant

Effect: Fortune smiles upon this character. Each dot in Luck allows the character to, once per scene, add or subtract a single die from a single roll that directly affects that character. This may be done multiple times for a single roll. For example, a character with Luck 3 may add +3 dice to one of her attack rolls, or add +2 dice to the attack roll and subtract one die from her opponent's attack roll, but she could not add any dice to an ally's attack rolls or subtract any dice from attack rolls made against that ally.

Extras: Lucky Charm (the character's Luck may be used on dice rolls that affect other characters).

MEGA-ATTRIBUTE

Rank: 3

Cost: --

Dice Pool: N/A

Action: N/A

Range: Self

Area: N/A

Duration: Permanent

Effect: There are nine Mega-Attributes, one for each standard Attribute. Each

dot in a Mega-Attribute increases its base Attribute by 3 dots. A character may

have no more dots in a Mega-Attribute than he does in its base attribute.

Extras: None.


MENTAL BLAST

Rank: 2

Cost: 1 Verve

Dice Pool: Intelligence + (Expression) + Mental Blast – target’s Resolve

Action: Instant

Range: (Power Level + Mental Blast) x 5 yards

Area: N/A

Duration: Instant

Effect: The character blasts his opponent’s mind with a wave of mental energy,

causing psychosomatic injury and pain. Each success on the activation roll

deals one level of bashing damage to the target. This power only functions on

targets with a central nervous system (IE people and most animals, but not

plants).

Extras: None.


MIMIC

Rank: 2

Cost: 1 Verve

Dice Pool: N/A

Action: Reflexive

Range: Touch

Area: N/A

Duration: One scene

Effect: The character is able to copy the abilities and powers of another

character. In order to use this power, the character must touch her intended

target; touching an unwilling target requires a Dexterity + Brawl roll, and the

target’s Defense applies. Once she has successfully touched the target, the

character may spend one Verve to copy one of the target’s Attributes, Skills,

Merits, or superpowers for each dot in Mimic she has. In the case of

Attributes, Skills, or superpowers, the character’s rating in the ability

increases to either the target’s rating in the ability or the character’s own

Mimic rating, whichever is lower. In the case of Merits, the character may

only copy Merits worth a number of dots equal to her own Mimic rating; the

character need not necessarily meet the prerequisites a copied Merit, but the

Storyteller is the final arbiter of which Merits can be copied (as a general

rule, “internal” Merits like Gunslinger or Eidectic Memory can be copied, while

“external” merits like Resources or Allies cannot). A character may only copy

a total number of abilities up to her dots in Mimic at a time. Abilities

gained using Mimic disappear at the end of the scene unless the character

spends another point of Verve at the start of the next scene to maintain them.

Extras: Copycat (the character need only see her target use an ability to copy

it and need not touch the target).


OMNIPOTENCE

Rank: 3

Cost: Varies

Dice Pool: Power Level + Omnipotence (+/- appropriate modifiers)

Action: Varies

Range: Varies

Area: Varies

Duration: Varies

Effect: The character is one of those rare individuals whose powers are so

flexible, they are effectively limited only by his imagination. The character

may activate any power listed in this document whose duration is not Permanent,

and, at the Storyteller's discretion, may even activate powers that are not

listed in this document; in the case of powers that reference the power's rating

for their effects, the character references his Omnipotence rating. However, if

the power in question requires an activation roll, a character using Omnipotence

to emulate it rolls Power Level + Omnipotence rather than the standard activation

roll (though situational modifiers and modifiers for the target's Defense/armor/etc.

apply as normal). Note that, if the character is emulating a technique from a Rank

3 power with multiple included techniques (such as Elemental Anima), he is still

subject to the -1 activation roll penalty and increased Verve cost for using a

technique he hasn't specifically learned.

Extras: None.


PHASING

Rank: 2

Cost: 1 Verve

Dice Pool: Stamina + (Survival) + Phasing

Action: Reflexive

Range: Self

Area: N/A

Duration: One turn

Effect: The character is able to "phase" through matter like a ghost, passing

through solids and liquids as easily as through air. Essentially a highly

specialized form of Density Control (decrease), a successful activation roll

allows the character to become insubstantial and pass through any solid objects

she encounters and to move through water and difficult terrain at full speed for

a single turn. As with Density Control (decrease), a character using the Phasing

power is normally unable to breathe while her head and chest are inside a solid

object or a liquid, and the character may risk drowning if she is forced to spend

multiple turns inside such an object. This power may also be activated to defend

against physical attacks; in this case, each success on the activation roll imposes

a -1 penalty to any physical attack roll made against the character that turn.

Extras: None.


PLASTICITY

Rank: 2

Cost: 1 Verve

Dice Pool: N/A

Action: Reflexive

Range: Self

Area: N/A

Duration: One scene

Effect: The character is able to stretch and contort as though she were made of

rubber. When this power is active, the character is able to stretch her arms,

legs, torso, and neck a maximum of two yards for every dot in Plasticity she

possesses. She is also able to squeeze her entire body through any opening

large enough to accommodate her fist.

Extras: Effortless (the power’s duration is increased to Permanent,

and the character may activate it without spending any Verve).


POWER VAMPIRE

Rank: 2

Cost: 1 Verve

Dice Pool: Stamina + (Survival) + Power Vampire – target’s Stamina

Action: Reflexive

Range: Touch

Area: N/A

Duration: One scene

Effect: The character is able to steal the abilities and powers of another

character or to simply drain the life out of them (which ability the character

has access to is chosen when the power is purchased). If the character is

stealing an ability (an Attribute, Skill, Merit, or superpower) from the target,

his target loses one dot in the chosen ability and he gains one dot in the

ability for every success on the activation roll. The target character cannot

have an ability reduced below zero by this power. If the character is trying

to steal a multiple-dot Merit from his target, this power only works if the

character gains enough successes on the activation roll to steal every dot of

the Merit; as with Mimic, the Storyteller is the final arbiter of which Merits

may be stolen, and as a general rule, "internal" things like Fighting Styles

and Gunfighter are fair game while "external" Merits like Allies, Contacts or

Resources are not. If the character is stealing health from the target, his

target takes one point of lethal damage and the character gains one temporary

health level for every success on the activation roll. Stolen powers are

returned and temporary health levels are lost at the end of the scene; however,

if the target took damage from Power Vampire, this damage heals at the normal

rate.

Extras: None.


PREMONITION

Rank: 2

Cost: 1 Verve

Dice Pool: Wits + Composure + Premonition

Action: Reflexive

Range: Self

Area: N/A

Duration: One scene

Effect: The character is able to sense impending danger or threats to his

person. To use this power, the character simply pays the appropriate Verve

cost; no activation roll is required. For the rest of the scene, any time

something threatens the character—someone points a gun at her, or she is about

to trip a trap—she may make a reflexive Wits + Composure + Premonition roll to

attempt to detect the danger. On a success, the character learns that she is

in danger and has a general idea of from what location or direction the threat

originates (IE “There is a threat to you on the other side of this door”); on

an exceptional success, the character also learns the exact nature of the

threat (IE “There is a man with a crowbar on the other side of the door,

waiting to ambush you”). If the character has the Danger Sense merit, the

bonus given by that feat applies to Premonition rolls as well.

Extras: Others (the character’s Premonition can detect dangers to anyone within

[Power Level + Premonition] yards of the character), Permanent (the power’s

duration is increased to Permanent, and the character may activate it without

spending any Verve).